...Fuck it, if they leave me without anything to tell me where they are,I might as well find an better bar to drink at
Find an better bar then before and see to get drunk and kill self get information from sources
[Per:1d100:88] Seems like the only bar around is the one in the plaza. Damnit. You step in and try and get some info.
((I don't
think you have Inquiry, so half your Fellowship for this test.))
[Fel:1d100:99] ((...well then. Clearly Tzeentch is messing around with my dice.)) You ask around for a bit, listening for any rumors. Sounds like a bunch of fools, hated by fate, have recently arrived. Hm.
Wonder who they could be.
---
The Manufactorum"Many blessings upon you. One more thing, is there an alternate exit? I passed some unsavory characters on my way in, and would like to avoid them."
Inquire about any alternate exits to the manufactorum.
[Fel:1d100:61] ((This isn't an Inquiry check, really.)) You get some info regarding emergency exits and the like, but none of them are capable of being accessed without triggering an alarm. There is a back entrance, but it's jammed shut since ten minutes ago - no one's had the time to fix it, either. Perhaps you could?
--
Check around for the local arbites building.
[Per:1d100:7] You find it. There's four full Arbitrators in carapace armor outside. Looks like they're packing some firepower - all four of them have boltguns.
It's about fifteen minutes from your hab, past the plaza.
---
<Mildly surprised that that worked.>
He notices the others.
Would you mind terribly much letting my companions in with me?
Attempt to persuade the guards to let the others in with me, then proceed inward regardless of the result.
((Gonna give you a +10 for your previous success.))
[Fel:1d100:79] Seems like they're a bit unwilling to let your allies enter. You enter regardless.
[Per:1d100:49] You enter a rather cramped hallway, a few workers shuffling past you. This manufactorum appears to be busy - and the door just locked behind you. [Per:1d100:45] Hm.